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"As a Move Action " or what to do when you use Standard Actions (GUIDE)


Advice


Hello everyone,

This is a recopilation that everyone can use but will likely appeal to a specialised few. I would like your help with it though!
It is a guide about what to do when you have spent your Standard Action doing something and have a Move Action left over and don't want/can't move.

The reason for this guide is that I was trying to put together a character concept revolving around sniping with a crossbow. Almost futile. Threads like "One Big Hit build" and many others dealing with Vital Strike, Cleave and such have been the kindling for this.

Now, I have only a few suggestions and since Pathfinder is vast, perhaps we can all put down what we know. Eventually we can wrap this up in a google doc or with pretty colours :)

MOVE ACTIONS

Feats

Team Up: Aid Another as a Move Action
Bulls Eye Shot: Gain +4 bonus on a ranged attack as a move action (PF Companion: Faiths of Purity)
Equipment Trick:Varies depending on the armament. Adventurer’s Armoury.
Master Siege Engineer: Crew can load Siege as a Move Action

Class Abilities or "dips"

Ranger(Freeboter): lvl1 – Freebooter’s Bane as a move +1 attack/damage to allies within 30ft against a foe, +1 per 4 levels(replaces Favoured Enemy)
Lvl 4- Freeboter’s Bond – Move action to grant flanking allies a +2 bonus to attack with freebooter or affected allies within 30 ft
Alchemist: Swift Alchemy Lvl 3 – Apply poison as a move action (as swift at 6)
Alchemist (Grenadier): Lvl 1 – Attach an alchemical weapon as a move to your shot
Barbarian (Drunken Brute): Lvl 1 – Drink as a move action (replaces Fast Movement)
Rogue (Scout): Lvl 8 - When you Move 10 ft in a round and attack opponent is dealt Sneak Attack as flat footed
Bard: Lvl 7 - Start Bardic Performance as Move Action instead of a Standard Action

Spells
-
Traits
Accelerated Drinker: Drink as a Move Action as long as Potion is already in your hand

-------------------

STANDARD ACTIONS or "what's the point of this"
There are many great things that use Standard Actions in Pathfinder. It opens a different play style all together. It also decreases player's turn time with just one role or simple action.

Examples....
Feats:
- Vital Strike (Double weapon damage die)
- Cleave (Hit adjacent target if first hits)
- Focused Shot (Int to xbow/bow damage, 30ft)
Classes:
- Sorcerer Bloodline Powers
- Oracle Revelations

Adding to the recopilation, what to have in mind:
Feats are always good, as full attacking becomes more prominent using Standard actions fades away when possible, so even if the feats have a high prerequisite they are worth mentioning. E.g. Vital Strike chain.

Class abilities preferably must come early, for dips, however it would be good to have a list of all "as a move action" abilities that classes get for possible combinations.

To give an idea of how playstyle may change:

Thrills the Standard Action Switch Hitter:

I decided to build a Switch Hitter specialised in killing with one crossbow bolt, that could grab his meele weapon and still do well.
For this I turned to Heavy Crossbows(large), Vital Strike, Alchemist, Barbarian and Consumables.
Accelerated Drinker Trait.
This guy walks with iron vials in his hand ready to drink. Gravity Bow/Lead Blades/etc. Helps that the Gm allows the D&D masterwork Potion Belt.
1-4 levels in Alchemist.
This gives Bombs (2d6+Int). 2nd level extracts for Alchemical Allocation. Conductive Weapon allows you to use Bombs with a shot for 2 charges. Alchemical Allocation allows him to drink potions of Greater Invis/Named Bullet/Whatever up to level 3 without spending them.
1-2 levels in Barbarian.
This gives Furious Finish to maximise damage from Vital Strike ending your rage. You need a BAB of 6 though.
Kirin Strike. Using this Style Feat he'll add even more Intelligence damage to that single shot/hit. (Kirin+Targeted Admixture+Bombs = 4x Int damage)
Vital Strike feat chain and Impact Weapon/Gravity Bow/Lead Blades. See the Vital Strike threads out there.
He's a bit more complex with extra multiclassing but this is the bare version:

Feats
1 Alchemist - F:Point Blank Shot, Half Elf Ancestral Arms: Repeating Xbow
2 Alch - Discovery: -
3 Alch - F:Precise Shot
4 Alch - Discovery: -
5 Ranger Freebooter- F:Bulls Eye Shot
6 Barb -
7 Barb- F:Vital Strike, Rage Power: Furious Finish


Feel free to give your character examples that use Standard Actions (but in Spoilers please)


Use handle animal on a none companion animal. I've just run an NPC expert that spent two moves a turn doing this. Of course it's potentially a rather obnoxious tactic.


Nice! Alright, adding a bit more since there are some threads about using Vital Strike and such around again:

Feats
Improved Feint (Feat): You can make a Bluff check to feint in combat as a move action (instead of standard)

ps: note to self dont shorten "standard" to "std".


I use "stnd" as the shortform. :)

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